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Posts posted by Azriel Drumheller
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Well that makes a lot of sense then, I appreciate you guys responding to let me know I'm not just crazy.
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Hello all,
I'm sorry if this isn't the correct forum for this. I've been getting an error for the past two days where Second Life profiles will not load for me. I get this: https://gyazo.com/0cdf1a654d9c9b1c1fd2830d81caa2ec.
The problem is that I've tried accessing profiles online via firefox and edge, still no dice. I've even tried accessing them via my cell data to see if it was just my home connection. Nothing. I've asked my other friends but they seem to be seeing the profiles just fine. Is this happening to anyone else?
Thanks for any help you guys can give me,
-Az
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that really helps Ethan, I appreciate you responding so quickly and with exactly what I needed! You're the man, I searched for a few hours for this but no one could recall where the parts might have come from.
For others who stumble upon this thread and might be curious, it turns out there's a ready made skybox made from the parts as well: https://marketplace.secondlife.com/p/Triple-Chamber-Castle-Skybox-with-Dungeon-Basement/6142347
Cheers, man!
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Hi guys,
A few years ago I happened to stumble upon a very nice looking prefab at the old Nox Arcanus sim. The sim has been defunct for a few years now, but I really want to hunt down the main building that was used for the mansion. I've included a couple good screenshots of what it looked like. Any sort of statues or furniture weren't part of the main building. It wasn't a skybox, but a full on building. I'd appreciate it if any one of you could point me in the direction of who used to sell this!
https://gyazo.com/f545a2c5027073aa5d00f678d1651f49
https://gyazo.com/37ca8b1dc3694e013cda8af8d1efd40a
https://gyazo.com/2674489b53e18ad7e5ac063eea378d88
Thanks in advance to anyone who can help me!
-Az
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Awesome, thanks a lot chosen!
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Unfortnutely I lost my maya skeleton a while back. I went to the old threads to try to dig one up, but found that the website linked no longer exists as the same website.
I was told there was both the skeleton and a nice skeleton with controlers that could be used for animations. Anyone have one of those they could send me? Or anyone know of a link that still works to download them?Thanks,
-Az
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Hi all! I'm looking for applications to up and coming hunts, especially ones with a fantasy theme. I've tried searching for this on the net and the results are pretty convoluted. Most of what comes up are already in progress or done accepting applications.
I am also looking for fantasy bloggers who may be interested in blogging about some fantasy prefabs. Check out http://maps.secondlife.com/secondlife/Mad%20Ninjaz/106/165/2880 for an idea of the type of stuff I build and would like blogged. I'm more than happy dishing out free version for good blogs.
Any help with these would be much appreciated! Thanks in advance
-Azriel
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I lied... didn't fix a darn thing. Its just stretching on the opposite side now.
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I think I solved the problem. There's a door that's recessed in the highest LOD. I have a flat imposter door for all the other LODs. I figured putting a really tiny tri where the door recess was would be good enough. I left two faces of the door and now it seems to be working fine. I really appreciate your help man.
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I re-uploaded using LOD 2 as the main LOD, it worked fine. No odd popping or streching.
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Yes, with each LOD I froze transforms and deleted history. All the values are zeroed out. I also did the upload several times trying to get it to work. I'm stumped.
Thanks for any help ahead of time. -
Yes, all of the parts are joined into one big giant mesh per LOD. All of their origins are in 0,0 space. When you say CTRL+A, are you talking about blender short cuts? I'm using Maya.
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I'm frustrated with my LODs. I'm making modular hallway pieces. LOD 1 is totally aligned and fine. But once it snaps to LOD 2, one side of the entire model streches to the side. Behold, pictures:
Picture of LOD 1. You can see the walls are aligned perfectly on each side.
Suddenly once it pops to LOD 2, the one side like stretches out of line... yet the other side stays aligned.
Another angle where you can see the one side correct... then the other side streching out of wack.
I've tried different things. Putting a really small tri on one side to ballance the model. Tried it on both sides. I just can't figure it out. Anyone else have an issue of this and come up with a fix?
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Thats definately not the issue, but thanks. Tried it, still the same junk.
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Satu, can you link us that skeleton? Thanks!
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Title of the post says its all. I've created a magical pair of exploding slacks. The only thing is, I want to stop exploding when I wear them.
I created this pair of slacks in Maya: http://gyazo.com/ece707e4c621863c662c61cd809d3c1a
and imported it to the skeleton scene file I got off of one of chosen's links. I deleted history, re-named the sucker and did a basic smooth bind, unchecking remove unused influence. I didn't bother painting any weights yets as this was only a test to see if I could get it in world and working.
I uploaded to SL, and all seemed good. I dropped it on the ground and resized it. Then when I put it on, Viewer 3 crashed. Other times when it hasn't crashed, I find I get sling shotted up into space and I'm unable to see anything.
As cool as magical exploding pants may sound... I'd like to wear my slacks =/. Any suggestions?
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I had a conversation with Chosen Few recently and he asked me to post it as a good example of mesh optimization. Below is a snippet of my message. He'll point out some pit falls and tips when he replies.
"After setting up shop in world and I've had different people tell me different things. I've created some prefab hallways which have an impact of 36. Now I've had some guy tell me that was unacceptable, and that for a model of that scale I should have roughly 15-20 impact. I'd post up on the forums... but honestly it feels like the blind leading the blind. I know you're legit and I trust your opinion. I've posted a couple screen grabs of the model in maya. I can see where I fubared some things, like too many edges on the arches and what not. Aside from that, what would you consider a good impact range for something of this detail?
http://gyazo.com/95783827a0a93626ccdd91c27883f0b5
http://gyazo.com/61b36e95789ec14c0463d48a86ea6f5a
http://gyazo.com/e0c19caa9c413dfa1548ab1f3a44ca20
http://gyazo.com/82995b8b57d3dfc0f5de4455552172d9
http://gyazo.com/599ab696b3f34d617094e4e03a5a6384
I posted a color version so you can see what I was doing with the alpha maps. The whole thing has a footprint of 10x8 meters and has a custom physics mesh."
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Hi,
I've tried to look up advertizing groups, but I have to say the inworld search is frustrating. Does anyone here know offhand any good advertizing groups that cater specifically to role playing/fantasy build makers? Thank you for your help in advance!
-Az
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This has happened to me a couple of times. When it does I usually click to load it from an LOD, then click back to load from file. It usually lights up when I reselect it. >.>
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Multiplying the occlusion layer over your color layer should not lighten it as all the white areas will appear transparent. You want to use multiply. If it comes out too dark just adjust the fill/opacity until it suits you.
-Az
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Thanks Brayden, that totally answers my first and second question. I'm still wondering about question three. I'm repurposing some of my old UT3 assets for SL so for at least these models that won't work. Anyone else have any feedback on having deperate textures per LOD?
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Hi, first off I'm sorry if the answers to these questions are posted in another thread, I thumbed through a few pages and didn't find exact answers. I have a number of questions for anyone who can help me:
1) Does anyone know the exact camera range of each LOD? Like for example, how far do I have to pan out with the cam for LOD2, 3, and 4 To kick in?
2) Truthfully, I'm not sure how SL handles the textures off of meshes. For example, I'm making poly mesh modular wall segments. Most of the segments use the exact same texture map. If I put the same map onto all the meshes, will SL read them as the same texture map and therefore load them all the same for efficiency's sake, or will it read each as a separate map per mesh?
3) Unfortunately the way the UV's the UV's are laid out at the moment, I would need different textures for some of the LODs. I'm thinking of baking an orthographic shot of the asset on a simple poly card for the last LOD. it would need its own 256 texture though. I haven't had a chance to mess with different textures for different LODs. is this possible? How bad of a kill to efficiency is this? Is it more of a resource hog to keep the same model for all 4 levels or to have to load a different texture for each level?
Any input would be much appreciated, thanks in advance!
-Az
Calling all early birds and night owls for - NOCTURNAL TRANSMISSIONS - Saturday 1am SLT
in Upcoming Events and Activities
Posted
Calling on all you night owls, insomniacs, and early birds: The party doesn't stop down at Frolic Beach.
Azriel Drumheller will be spinning a nice mix of Indy for that perfect late night chill.
Saturday, March 16th 1-2am SLT
Taxi: http://maps.secondlife.com/secondlife/Kiswahili Les Resort/70/6/23